Tag Archives: Elder Scrolls Online

MMOs with the Best Race Options

With World of Warcraft releasing early access to some of its new allied races, the concept of playable races in MMORPGs has been on my mind as of late. All too often these days, MMOs don’t offer a choice of races, or the choices are severely underwhelming, with little to differentiate the various options beyond height or maybe skin tone.

But there are still a few games out there putting a bit more creativity into their racial options. This seems an opportune moment to salute those MMOs with the best races that let us play as creatures beautiful, bizarre, or both.

Elder Scrolls Online

A Khajiit character in Elder Scrolls Online

With ten playable races (one of which is exclusive to the deluxe edition), Elder Scrolls Online seems like the sort of game that might rank very highly on this list, but it does lose some points for how similar many of those races are.

Four out of the ten are simply different nationalities of human, and not truly separate races. Another three are various varieties of Elf, and while they are physically and culturally distinct, it’s still not the greatest example of variety out there.

ESO does deserve some respect for its remaining races, though. Orcs are still fairly standard, but the catlike Khajiit and reptilian Argonians are much more unusual and provide welcome respite from more standard fantasy archetypes. Furthermore, unlike many non-human races in gaming, the Khajiit and Argonians have been given quite robust customization options and gear that usually fits of them without clipping or graphical bugs.

Allods Online

An Elf character in Allods Online

Allods Online brings a fairly standard compliment of racial options — Elves, humans, Orcs — supplemented by several more interesting options. There’s the unliving Arisen, the bestial Priden, and the otherworldly Aeds.

But no discussion of races in Allods can be complete without mentioning the infamous Gibberlings. A small, rodent-like race, the most bizarre feature of the Gibberling is that each Gibberling avatar is actually three characters that the player controls simultaneously. It doesn’t actually affect how you play that much, but it’s still a wonderfully bizarre concept.

Star Trek Online

An Andorian captain in Star Trek Online

The Star Trek universe has always had a colorful variety of alien races, and this is reflected in its MMO incarnation, as Star Trek Online features a great variety of well known and more obscure species from the Trek shows and movies. It’s also the only game that isn’t a fantasy MMO on this list.

More impressively, players also have the option to create their own species by mixing and matching a variety of physical features and racial abilities. That’s a level of freedom very few games offer.

Guild Wars 2

A Charr engineer in Guild Wars 2

At a mere five playable races, Guild Wars 2 has fewer options than any other games on this list, but there’s an impressive amount of variety packed into those five choices.

Aside from the standard humans, there’s also the Norn, who appear mostly human but are given a more creative flair with their shapeshifting abilities, and then it just gets more interesting from there.

Perhaps most striking are the Charr, who are mostly feline in appearance but also have demonic traits, with massive fangs and brutal horns. There are also the exotic plant people known as the Sylvari, and finally the gremlin-like Asura.

GW2 is also another game that deserves credit for offering relatively robust character customization even for its most non-human races.

World of Warcraft

A Tauren death knight in World of Warcraft

As the inspiration for this post, you had to know World of Warcraft would appear somewhere on the list. WoW has always had one of the most impressive racial line-ups in the MMO space, and it’s only gotten more diverse with time.

Aside from a strong stable of traditional options — humans, Dwarves, Gnomes, and so forth — WoW also launched with the bovine Tauren and a race of undead called the Forsaken. Later these were joined by the alien Draenei, the anthropomorphic pandas called the Pandaren, and the Werewolf-like Worgen, among others.

Even some of Warcraft’s more traditional options feel fresh through unusual portrayals. Far from being mindless beasts, WoW’s Orcs are noble souls with a rich and intricate culture. The Elves, too, are unusual: the Night Elves possess a feral edge, while the Blood Elves are desperate renegades ostracized by the world at large.

Now the addition of allied races brings even more variety to WoW’s character creation screen. Some are admittedly only slight variations of existing races — the Highmountain are barely distinguishable from standard Tauren save for having different horns — but others, such as the Nightborne Elves and the upcoming Zandalari Trolls, feel like proper new races in their own right.

The EverQuests

Race selection in EverQuest II

Sharing both a setting and a penchant for wild racial choices, it makes sense to discuss both EverQuest and EverQuest II as a single unit.

The original EverQuest boasts an impressive selection of races, covering all the standard fantasy archetypes as well as embracing stranger choices including the catlike Vah Shir, lizard people called Iksar, human variants including the Erudite and Drakkin, and even a race of anthropomorphic frogs.

Even more impressively, its sequel offers even greater variety: the dragon-blooded Aerakyn, good and evil faerie races, rodent people called Ratonga, two different lizard races, playable vampires, and more. If you can’t find a race you like in EQ2, there’s simply no pleasing you.

The racial variety of the EverQuest games is vast, bordering on the baffling. Not every race will appeal to everyone — for my part I can’t imagine the appeal in playing as a frog paladin — but there are so many options you’re bound to find at least a few you like, and it’s that wealth of options that earns the EverQuests top honors on our list of MMOs with the best race options.


We Have Enough MMOs

2017 was another year without a lot of big name releases in the MMO space. We’re definitely going through a bit of a drought, especially when compared to the post-WoW boom, and that has a lot of people in the MMORPG community worried. The more hyperbolic voices among us rush to once again declare the genre dead, while more moderate figures simply hum and haw and hope for more new releases in future.

The Wrothgar zone in Elder Scrolls Online

But to that I say, “Don’t worry; be happy.” I don’t think there’s any cause for concern. I think everything is just fine. MMO players don’t need a constant stream of new titles; we just need a solid selection of games that continue to grow and prosper. And that’s exactly what we’ve got.

Simply put, we have enough MMOs.

What We Expect

Of course, it’s easy enough to see where this desire for more and more new games comes from. A steady stream of new releases is the bedrock of pretty much any entertainment industry. We’re used to things working that way.

Imagine if Hollywood put out only one or two movies over a period of several years. It would be disastrous. Movie theaters everywhere would go out of business. The entire film industry would collapse.

Closer to home, single-player game developers also need to keep putting out new titles if they want to survive. Even with an ever-increasing reliance on DLC, micro-transactions, and “long tail” monetization, the fact remains most people finish a single-player game (and stop paying for it) within a few weeks at most. Players and developers alike need new games to be released regularly, or the whole system collapses.

But MMOs are special, you see. MMOs aren’t something you pick up and put down in the space of hours, or days, or even weeks. MMOs are about investing months, even years of your time. Even for games that do charge for entry, subscription fees and cash shop purchases will inevitably dwarf box sales, and from the player’s perspective, long-term investment is much of the appeal. We want to be able to set down roots in a game and settle in for the long haul.

So while it’s easy to fall into the belief that a lack of new releases is a red flag, for MMOs, it really isn’t. The genre can survive for extended periods with little or no new games to speak of.

A town in the action combat MMORPG Kritika Online

If after ten or fifteen years we still haven’t seen any big-name MMO releases, then I’d get worried. Until then, I’m not concerned.

What We Want

Of course, even if you’re not worried about the health of the genre, it’s still understandable to pine for some new games to sink your teeth into. The excitement of something new and shiny cannot be denied.

Often times the hype leading up to a game’s release is at least as exciting as the actual game. Anticipation is fun. We all like to have something to look forward to.

There’s a rush to the first few days of an MMO’s life that can’t really be replicated by anything else, too. Everything is still fresh and new, not just to you but to everyone, and there’s a festival air to it all. Everything is busy. Everyone is having fun. Chat is hopping, and zones are buzzing. It’s the entire MMO experience turned up to eleven.

For those of us who comment on the genre for a hobby or for a living, new releases definitely make our lives easier, too. It’s unquestionably easier for me to review a new game than it is to find some new insight on the games that have already been out for years.

So yes, it’s understandable to want something new to play. But that still doesn’t mean a dearth of new titles is cause for concern. There are other, better ways to measure the health of the genre.

What We Need

 

A revenant character in Guild Wars 2's Path of Fire expansion

So we’re used to the idea that new releases are how entertainment industries stay afloat, and we have lots of good reasons to find new games exciting, but as I’ve said, MMOs are special, and that’s not what this genre is really about.

MMOs are not, by and large, a one and done experience. They’re not something you finish quickly… or at all. It’s not as though you’re going to play one for a few days and then move on. Not if the developers are doing their job, anyway.

No, MMORPGs are about settling down. They’re about finding a home. They’re games that you build relationships with over years.

We don’t need a constant chain of new games to play. We need games that we can stick with for the long haul, that continue to thrive years after launch.

The health of the MMORPG genre is therefore best measured not by the number of new releases, but by the prosperity and popularity of the games that are already live.

By that measure, I judge the state of the MMO genre to be strong.

We have a strong stable of big name MMOs that are getting regular infusions of quality content, like World of Warcraft, Elder Scrolls Online, and Final Fantasy XIV. We have smaller and older games that continue to chug along, like Lord of the Rings Online and the EverQuests.

We have sci-fi MMOs, like EVE Online and Star Trek Online. We have shooter MMOs, like Destiny and Warframe. We have story MMOs and PvP MMOs and raiding MMOs. We have action combat MMOs and tab target MMOs, photo-realistic MMOs and anime MMOs, subscription MMOs and free to play MMOs.

A warlock character in the MMOFPS Destiny 2

We live in a world where the only way I’ll find the time to play all the MMOs I want to as much as I want to is if scientists devise a way to function without sleep (and even then it would be a challenge). We have all that we need, and while you can probably point to some games that are struggling, there are at least as many that are thriving.

In the face of that, there just isn’t a pressing need to throw a lot of new games into the mix. In fact, I can even think of some downsides to the idea.

The pool of potential MMO players is, I believe, relatively static. A particularly exciting new game might attract some new players, but I know from personal experience that it can be very difficult to convert a non-MMO player into the genre. I don’t think that a new MMORPG is just going to conjure itself an entirely new playerbase.

That means that any new games are going to cannibalize the players from existing games, at least to some extent. These days, most of us play multiple MMOs, but there is an upper limit to how many games each person has time for. At some point you do run the risk of the players being spread too thin between too many games, and the more people hop around, the less opportunity there is for true online communities to form.

Now, I definitely wouldn’t go so far as to say that more new MMOs would be a bad thing… but it’s not an unequivocally good thing, either.

In the years following the break-out success of World of Warcraft, we saw a steady stream of new MMOs coming out all the time, and some may see that as “the good old days,” but in practice all we got was an endless stream of barely distinguishable games that struggled to find a voice and an audience.

MMOs are not the new hotness anymore, and they’re no longer a genre that every other developer is trying to create a “me too” entry for. But that’s not a sign that the genre is dying; it’s a sign that it’s maturing, and that can only be a good thing.

A cutscene in the free to play MMORPG Blade and Soul

MMOs thrive on stability. That’s what we should seek above all else, and that’s what we have.

* * *

So I understand why some people are bothered by the relative lack of new MMOs being released these days. It’s not what we’re used to, and it gives us a lack of sexy newness to drool over.

But it doesn’t mean that MMOs are in trouble, and it certainly doesn’t mean that they’re dying. The genre has settled into a quiet equilibrium, and it’s chugging along just fine.

The gaming community loves to focus on the negative, but when you really think about it, now is a great time to be an MMORPG player. Maybe the best time. There are games for (nearly) every taste. Most of the big names are stable and thriving. We’ve got quality and quantity. We’ve got everything we need.

We have enough MMOs.


Subscriptions Are Still the Worst Business Model

With all the controversy swirling around lockboxes and other monetization strategies, I see an increasing number of people pining for the day when subscriptions were the standard business model for online games.

World of Warcraft, one of the few games still maintaining a subscription business model

I think it might be time for a reminder of how we ended up here. There’s a reason that free to play and buy to play are now the norm, and it’s not that developers are conducting an evil international conspiracy to make us lockbox addicts.

It’s that subscriptions failed as a model, and they failed because people realized there are better options. For all the flaws of other business models — and oh boy, they do have them — none are quite so bad a deal for the player as a monthly subscription fee. I firmly believe it is the worst business model for an MMORPG.

Let’s look at all the ways subs ill-serve players, and please note that for the purposes of this article, “subscription” refers only to games that require a regular fee in order to play. Optional subscriptions as part of a hybrid model are an entirely different beast, and something I’m entirely okay with.

They Enforce Grinding

One of the biggest fallacies I’ve ever seen put forth in the MMO community is that only free to play business models affect gameplay.

That’s nonsense.

These days, the only subscription game I play is World of Warcraft. It is also by far and away the grindiest game I play. This is not a coincidence.

Honestly, are people truly naive enough to believe that things like attunements, lengthy reputation grinds, and low drop rates were implemented because they were fun? No, they were designed to extend the life of content, allowing developers to earn more subscription dollars from each player.

One of the new allied races coming in World of Warcraft's Battle for Azeroth expansion

This is why while most other games make the main story something you can just jump into and enjoy, WoW locks it behind weeks of reputation grinding. This is why Blizzard is now staggering its patch releases, with a trickle of new content unlocked each week, rather than patching it in all at once. Have you ever noticed how it always takes more than thirty days for anything to fully release?

One of the eternal criticisms of free to play games is that they force you pay cash, or grind endlessly. Don’t get me wrong, “pay or grind” is not a great deal for the player, but it’s still better than a subscription game, where you pay to grind.

A good example is WoW’s upcoming allied races feature. Whereas if a free to play game added a new playable race, you might have to pay to unlock it, WoW will require you to both pay for the new expansion and spend weeks — potentially months — grinding various reputations to unlock the new races.

Free to play games ask for your money or your time, but subscription games demand both, because for a subscription game they’re one and the same.

As the Goblins say, “Time is money, friend.”

They Spit in the Face of Customer Loyalty

Subscriptions are essentially “Yeah, but What Have You Done for Me Lately: The Business Model.” It doesn’t matter how many hours or how much money you pour into a game. If you haven’t coughed up $15 in the last thirty days, you’re completely locked out.

Let’s say you lose your job or otherwise hit a financial rough patch, and can no longer afford your subscription fee. Well, kiss goodbye to the characters you’ve spent potentially years developing. Say farewell to all the friends in your guild. Sucks to be you.

Final Fantasy XIV, one the last remaining subscription games on the market

That’s a terrible way to treat a loyal customer.

Games based around micro-transactions may have their flaws, but when you buy something, it’s yours. If you don’t have the funds to keep spending as you have, you can still keep playing, and enjoying all the perks you’ve bought in the past.

But to a subscription game, you’re only as good as your last payment. Never have I felt less like a person and more like a walking dollar sign than while playing a subscription game.

They Discourage Variety

In the past, there weren’t many MMOs around, and it made sense to just fully commit to one. But these days the field is overflowing with choices, and most people want to be able to enjoy more than one game.

Subscriptions make that a lot more difficult. If you’re paying a subscription to one game, playing anything else is going to feel like you’re wasting money because, well, you are. And if the other games you want to play are also subscription based, the cost is going to get prohibitive pretty fast.

Subscription games want you to play them and nothing else, and that sucks the fun out of the whole hobby. You don’t get to enjoy other games as much, and you burn out on your main game more quickly.

Their One Strength Is a Lie

The one advantage a mandatory subscription is supposed to hold over other business models — the chief argument I see put forth in its favour — is that it creates a level playing field. You pay a single fee and get access to the whole game. You don’t have your wallet eaten away by numerous extra charges, and everyone is put on the same level.

Argus in the subscription MMORPG World of Warcraft

Which is great except for the fact that isn’t true at all.

Let’s again use World of Warcraft as an example. To start playing it at all, you first have to buy the base game, which is $25 here in Canada (I believe it’s about $20 for Americans).

These days, Blizzard rolls all legacy expansions into the base game, so that will get you a lot of content, but if you want to play WoW to any significant degree, you’ll have to buy the most recent expansion, too. Blizzard not only abandons legacy content but will often go out of their way to make it unrewarding, and the community never lingers in old expansions, which cuts off the group-centric experiences WoW is built around.

So you need to buy the current expansion, currently priced at $63 up here, and that’s assuming you don’t spring for the deluxe edition, which contains a number of exclusive cosmetics. If you want to keep playing for any length of time, you’ll need to keep buying expansions as they release.

Then there’s the cash shop to consider. While WoW’s might not be quite as fully stocked as some free MMOs, it’s still pretty extensive, and also priced higher than most other games. The companion pets alone would run you around $200 if you wanted all of them. Often the mounts and pets in the cash shop are far more elaborate and detailed than anything in-game, as well.

“But those are just cosmetics,” I hear you say. And I really have no problem with games selling such things in principle. I just bought myself a new hairstyle in ESO a few days ago.

But it’s not just cosmetics. The cash shops also feature things like race changes, name changes, and server transfers, and while most of those are minor conveniences, choice of server can have a huge impact on your experience of an MMO, and it’s inevitable some people will need to transfer. Maybe you picked a dead server without realizing it, or maybe your once-thriving community has fallen apart.

A desert city in the subscription MMORPG Final Fantasy XIV

It gets worse if you play multiple characters, as most people do these days. At $32 per character (again, Canadian numbers), transferring more than one or two characters will cost more than a new triple AAA game.

It keeps going. Nowadays you can also buy character boosts that instantly level you to just below the current cap, and there’s the WoW Token to consider. With it, you can buy gold that can then be spent on BoE epics, allowing you to gear up your character entirely through the cash shop.

All this from a business model that’s supposed to give everyone everything for one monthly fee.

This isn’t unique to WoW, either. Final Fantasy XIV engages in similar practices, and while things may have gotten more pronounced in recent years, MMOs have always charged extra on top of their subscriptions, even if just for expansion packs.

The ideal of a subscription putting everyone on equal ground is a noble one, and if it were actually true, I’d probably feel a lot better about subscription games. It still wouldn’t be my favourite model because of the other problems listed above, but at least it would have a strong argument in its favour.

But it’s just not true. It was never true, and it’s getting less true all the time. Subscriptions don’t make games fair, they don’t prevent the best rewards from having price tags, and they don’t stop people from buying power.

* * *

MMO monetization is a messy business. Developers want to make as much money as possible, and players want everything for free. No solution will ever fully satisfy both sides. But while every model has flaws, none are worse for the player than a subscription fee for access. It’s a failed model, and it doesn’t deserve resurrection.


Christmas Without “Christmas” in MMORPGs

christmas in mmorpg lotro

Read the following list carefully. What catches your eye?

Selection of popular MMOs featuring an event around Christmas
MMOEvent
ArcheAgeWinter Maiden Festival
AionSolorius Festival
EverQuest (EQ) & EverQuest 2 (EQ2)Frostfell
The Elder Scrolls Online (ESO)New Life
Final Fantasy XIV (FFXIV)Starlight Celebration
Guild Wars 2 (GW2)Wintersday
Lord of the Rings Online (LOTRO)Yuletide Festival
NeverwinterWinter Festival of Simril
RiftFae Yule
Star Trek Online (STO)Q’s Winter Wonderland
Star Wars: the Old Republic (SWTOR)Life Day event
WildstarProtostar Gala Winterfest Extravaganza
World of Warcraft (WoW)Feast of Winter Veil

Did you notice something odd? Well, I did.

The amount of times the word “Christmas” is used is a whopping 0.

Granted, this is an incomplete overview of MMOs. But even when you dig through Massively OP’s extensive guide of last year, “Christmas” does not seem to be a popular choice of words. Out of a grand total of 51 MMOs (the definition is stretched a bit by including MOBA’s and mobile games), only APB Reloaded and Echo of Soul speak of a “Christmas event” – the first is a Grand Theft Auto-style shooter game and the second I frankly had never heard of before.

Apparently, there’s a huge demand for Christmas events – every big title has one, after all – but MMOs avoid the word “Christmas” like the plague. We’ve arrived at the main scope of this article:

How do game developers implement Christmas in MMOs? Why are Christmas inspired in-game events never referred to as “Christmas”? Which traditional elements are incorporated and which are left out?

Christmas elements in MMOs

The obvious element missing from in-game events is “Christ”. Indeed, when you look at the content of MMO “Christmas” events, all elements of Christianity have been removed. There are no angels, no Christmas carols, no stars, no crosses, no nativity scenes. While you might regularly encounter these symbols in the real, offline world (even if you are not religious yourself), the online game world is completely devoid of them.

My guess is that not using any religious elements is a conscious decision to keep events inclusive for everyone. Nobody wants to take the risk of upsetting someone by adding controversial elements.

Elk mount in the Elder Scrolls Online (ESO) (Source: ESO promotional image)

Elk mount in the Elder Scrolls Online (ESO) (Source: ESO promotional image)

But how do we then set the holiday spirit in MMOs?

A quick look through the MMO scape provides the answer: by implementing a selection of non-religious Christmas elements into the game.

Top 5 Christmas elements in MMOs

1. Throwing snowballs

2. Festive warm winter clothing

3. Presents (sometimes combined with Santa like NPCs)

4. Candy canes, gingerbread and toys

5. Elk mounts

(Note that this top 5 is based on a broad guess after studying the use of Christmas in roughly ten MMOs. I did not track down all elements for all MMOs because that would be a huge undertaking. These elements, however, clearly occurred the most overall.)

The result is a unique blend of elements within each MMORPG. Which elements that are, depends a lot on the MMO’s setting and tone. You can make out three general categories.

1) Sci-fi MMOs

MMOs in a sci-fi setting have the hardest job translating Christmas to something that fits within their lore. Futuristic space simply doesn’t vibrate “homely” and “winter” without some help. Star Wars: the Old Republic (SWTOR) celebrates Life Day, a wookiee event that was introduced to the fandom with the Star Wars Holiday Special. Revolving around family and the renewal of life, Life Day has a lot in common with Christmas. During the event, sparkling holotrees on the Fleet set the right mood. In a way, they represent a futuristic version of the wookiee Tree of Life.

Life Day decorations in Star Wars: the Old Republic (SWTOR)

I chuckled when I found out Star Trek Online (STO)’s creative solution to the problem: Q’s Winter Wonderland. Q, the well known omnipotent and unpredictable character that first appeared in The Next Generation, is truly the only person that would get away with something so silly in the otherwise serious Star Trek lore.

2) Cartoony, light-hearted MMOs

Lighthearted MMOs that allow for more out of character content, tend to go all out with American Christmas related elements: Christmas trees, presents, Santa hats, reindeer antlers… even glowing noses that you can stuck on your character (EverQuest). Whether you love or hate it, these Christmas events often distinguish themselves by an abundance of pop culture references. World of Warcraft (WoW) players, for instance, can get a Red Rider Air Rifle: a variation of the famous gun featured in the 1983 comedy A Christmas Story. Pop culture references are typical of WoW, and their Christmas event is no exception.

These MMOs also often feature a Santa like figure with a twist. EverQuest 2’s Santa Glug (a goblin in a Santa outfit), EverQuest’s Santug Claugg (an ogre dressed in red) and SWTOR’s Master of ceremonies (a bearded old guy dressed in red) are examples of this. WoW players can get a “Santa’s Helper” miniature gnome.

More subtle are satirical views of the commercial side of Christmas, such as present in Wildstar in EverQuest 2. In the latter, a quest called Saving Frostfell invites you to save the spirit of holiday by destroying a factory. These meta references are, however, rare.

Winter Veil in World of Warcraft (Source: promotional material)

Winter Veil in World of Warcraft (Source: promotional material)

3) High Fantasy MMOs

Fantasy MMOs that heavily rely on realism and immersion generally avoid the more modern aspects of Christmas. An electrically lighted Santa flying through the air on his sleigh would be terribly out of place in, say, the Elder Scrolls Online (ESO), after all. More subtle references like cosmetic warm winter clothing and elk mounts prevail.

High Fantasy MMOs often try to give the event a pagan, pre-Christian touch. Many Christmas symbols, such as the Christmas tree, have their origin in pagan festivals that celebrate the renewal of life (Yule). This is apparent in the naming choice: Lord of the Rings Online (LOTRO) has a Yuletide Festival, Rift celebrates Fae Yule and ESO New Life.

Another tactic is the implementation of more intangible concepts such as the Christmas spirit. LOTRO has a Dickens inspired theme going on in its Winterhome town. Players are invited to side with either the poor or the mayor who exploits them. Siding with the mayor yields better rewards, but can you live with being ruthless? Helping the poor or assisting orphans are recurring motives in several MMOs.

Conclusion

Looking at all these Christmas inspired events, the shared characteristic is that they try to invoke a nostalgic or cheerful atmosphere that provides a break from normal in-game activities. Game developers carefully select elements that fit within the in-game world lore-wise. Without exception, they play it safe: no references to religion are made, apart from pagan name elements that are used to give a exotic favour. Since many Western MMOs are being developed in the US, inspiration is mostly drawn from the American Christmas tradition (incidentally, as someone living in the Netherlands, references are often lost to me). The overall intent is to make us enjoy and there’s no denying that that fits perfectly within the Christmas spirit.


The Best MMOs for Solo Players

To some, “solo MMO player” might sound like an oxymoron, but in reality, soloists make up one of the largest player groups in MMORPGs, and even people who do enjoy group play will usually end up playing solo some of the time.

Soloing MMOs used to be a hard road, but these days most games offer a wealth of solo content. Still, some are more welcoming of solo players than others. To be truly solo-friendly, an MMORPG must not only offer solo content, but also ensure that content is well-crafted and fulfilling, not just generic kill ten rats quests, and there must be meaningful rewards for solo play.

The different types of solo-friendly MMOs can be divided into a few broad tiers, so let’s take a look at what they are.

Somewhat Solo-friendly

These are games that offer a wealth of solo content, but may still reserve the very best content and rewards for group play.

World of Warcraft

A solo player in World of Warcraft

World of Warcraft is a game that definitely requires group play to get the most out of it — all the best rewards and most important story moments are found in dungeons and raids — but quick and effective group finders make them easily accessible to someone without a guild or a group of in-game friends.

The current Legion expansion has also added a great deal of fun and rewarding solo content in the form of class campaigns and world quests.

Overall, WoW’s a good choice for a “soft” soloist who prefers to play alone but isn’t totally opposed to grouping. Pure soloists may want to look elsewhere.

Lord of the Rings Online

A cutscene from Lord of the Rings Online

LotRO has no shortage of solo content, and the “epic story” of the game is quite solo-friendly. However, the quality of its side quests — which are necessary to level — tends to be fairly weak, and it does shift focus to a more raid-centric endgame once you’ve progressed far enough.

Play Lord of the Rings Online here.

Defiance

A solo player in the MMOFPS Defiance

Trion’s MMO shooter has a strong focus on open world events and story-driven missions, both of which are quite approachable for the MMO soloist.

The strikes against Defiance from a solo player’s perspective would be that some of the best rewards are still locked behind group content, and that it can eventually become exceptionally grindy, which can tax the limited free time many solo players have.

Very Solo-friendly

These games have made solo players a priority and offer solid quantity and quality of solitary options.

Guild Wars 2

A thief character in Guild Wars 2

In the past, I would have considered Guild Wars 2 one of the best solo MMORPGs, but these days it’s not quite as welcoming to the soloist as it once was. Open world content has become more difficult and unforgiving, encouraging (though not requiring) the assistance of fellow players, and the endgame has shifted more toward high end raids and dungeons.

The majority of GW2 is still soloable, and you’ll still have a lot of fun content and satisfying rewards available to you, but it’s just not quite as flawlessly solo-friendly as it used to be.

Play Guild Wars 2 here.

Warframe

A promotional image for the MMOFPS Warframe

Recently I’ve been considering giving Warframe a try, and reading up on it, the consensus seems to be that you can do most anything in the game solo, but some things may be difficult, and you may require a specific build to do it. So it seems like a good choice for a solo player, but perhaps not quite an ideal choice.

Play Warframe here.

Cryptic MMOs

A story quest in Star Trek Online

I’m going to lump Neverwinter, Star Trek Online, and Champions Online together because they all follow more or less the same formula. There’s an emphasis on solo story content, usually heavily instanced, and while the quests aren’t the best in the genre, they definitely are above average.

Endgame in Cryptic MMOs tends to be split between traditional dungeon content or PvP and more solo-friendly daily quest grinds. It’s not the most thrilling solo content in the world, but it’s there.

Of them all, I’d rate STO as the most solo-friendly. It has the most story-driven and overall best quest content of Cryptic’s library.

Play Neverwinter, Star Trek Online, or Champions Online here.

Exceptionally Solo-friendly

These are the crème de la crème of solo MMORPGs, where solo content is at least as fun and rewarding as any other option, if not more so.

Secret World Legends

The character creator in Secret World Legends

The Secret World was pretty much the pinnacle of the solo MMO experience, with impeccable mission design, purely optional group content, and an egalitarian endgame that allowed most anyone to get the best gear eventually.

I haven’t delved as deeply into Legends, but the general philosophy of the reboot seems to have been to move away from MMO mechanics, so if anything it should be even more welcoming to solo players (if that’s even possible).

Star Wars: The Old Republic

A story mission in Star Wars: The Old Republic's Knights of the Fallen Empire expansion

SWTOR does lose some points for having an endgame that still puts raids and dungeons at the top, but most would agree that the real attraction of the game is its story, and all of that is entirely soloable. Even if you only play the class stories, you’re still essentially getting eight high quality single-player RPGs for free… ish.

The endgame doesn’t entirely shut out the solo player, either. Most anything can grant you experience toward Galactic Command ranks, including soloable heroic missions and the like.

Play Star Wars: The Old Republic here.

Elder Scrolls Online

A nightblade character in Elder Scrolls Online

Like the other top tier solo MMOs, Elder Scrolls Online has a strong emphasis on story content, which can all be completed solo, and while the mechanics are not quite so unique as in Legends and the story not quite so powerful as in SWTOR, ESO’s questing is nonetheless a cut above what most other MMOs offer, and the sheer volume of it is staggering.

There are dungeons and raids, but they’re not at all essential to understanding the story, nor are they the only path to advancement at endgame. Crafting provides an effective, if somewhat grindy, path for solo players to achieve high-end gear, and any content will give you the XP needed for Champion Points.


Longevity of Gaming

Longevity is a funny thing. It’s feels great to dive into a game and really get your money’s worth. MMORPGs are certainly at the top of the heap when it comes to replayability and longevity. Not only is there a wealth of content for one character, but unique classes/races/factions can play quite differently. Is it a good thing though?

In an absolute sense, sure. Value is great. Who hates value? Not me. But there is a point of diminishing returns, and MMO games typically hit them faster than other genres. The loop of “level up, get new items, see new place” gets old quick, especially for genre vets. Now that’s not exclusive to MMOs. Other multiplayer genres like FPS, MOBAs, and RTS also offer a high quantity of repetitious gameplay for one price (excluding loot boxes I suppose). I’d argue only MOBAs really break that mold because different combinations of characters really throw each game on their head.

elder scrolls online new content

Clockwork City, new content from Elder Scrolls Online

Of course, unlike these other games, MMORPGs are in a situation where they can provide a lot of different types of content to alleviate potential boredom. One day you raid, the next you quest, then you craft, and finally you wander into some worldwide PvP. There’s still the benefit of familiarity but with less repetition. This adds longevity and provides players with a warm, comfy feeling to dive into after a long day.

The flip side of longevity is radically unique content that’s one and done. A good example is Pony Island. I promise it’s not what you think, and it’s a wholly interesting experience for 2 hours. The game is fantastic, but I can’t imagine playing it much longer than I did. There’s no longevity, and now I’m back seeking another unique experience. Unless I’m in the specific mood to compete, cooperate, or socialize, unique single player games provide pound for pound more fun than their multiplayer counterparts.  The problem is that after beating Pony Island, now I have to spend valuable time determining what to play next. My backlog scrolls down pretty far, but a lot of those titles turn out to be poor matches. And that’s where the worth lies in a familiar game.

If I decide to boot up Elder Scrolls Online, Neverwinter, or League of Legends I know more or less what I’m getting into. When I boot up a new single player game, I’m just not sure. I might know that I’m playing an FPS like Dishonored or a tactical RPG like XCOM, but I don’t know the intricacies. I have to learn – which can be a lot of fun. But it can also be tiring, frustrating, and ultimately not worth my time if I don’t enjoy it.

I think longevity in games comes down to risk vs. reward. MMOs, other multiplayer games, and some single player games (like Civilization) carry with them a certain sense of contentment. I won’t expect anything too crazy, but I’m also not going to be let down. The risk is low and the reward is moderate. When I load up a brand new game, I might find something that will blow my mind for 5 to 40+ hours (Witcher 3 comes to mind). Then I’m done. Sure, I might replay The Witcher 3 but then I’m just falling into that comfortable routine. Repeating anything will never match your first experience. Games are no different.

So how do you balance the allure of comfortable longevity vs. the desire to experience something new and fresh?